diff --git a/GameFrameX.Core/Actors/ActorManager.cs b/GameFrameX.Core/Actors/ActorManager.cs
index 557c514e..bdcf4884 100644
--- a/GameFrameX.Core/Actors/ActorManager.cs
+++ b/GameFrameX.Core/Actors/ActorManager.cs
@@ -21,8 +21,8 @@ public static class ActorManager
/// 根据ActorId获取对应的IComponentAgent对象
///
/// ActorId
- ///
- ///
+ /// 组件代理类型
+ /// 组件代理任务
public static async Task GetComponentAgent(long actorId) where T : IComponentAgent
{
var actor = await GetOrNew(actorId);
@@ -33,7 +33,7 @@ public static async Task GetComponentAgent(long actorId) where T : ICompon
/// 是否存在指定的Actor
///
/// ActorId
- ///
+ /// 是否存在
public static bool HasActor(long actorId)
{
return ActorMap.ContainsKey(actorId);
@@ -43,7 +43,7 @@ public static bool HasActor(long actorId)
/// 根据ActorId获取对应的Actor
///
/// ActorId
- ///
+ /// Actor对象
internal static Actor GetActor(long actorId)
{
ActorMap.TryGetValue(actorId, out var actor);
@@ -55,7 +55,7 @@ internal static Actor GetActor(long actorId)
///
/// ActorId
/// 组件类型
- ///
+ /// 组件代理任务
internal static async Task GetComponentAgent(long actorId, Type agentType)
{
var actor = await GetOrNew(actorId);
@@ -65,8 +65,8 @@ internal static async Task GetComponentAgent(long actorId, Type
///
/// 根据组件类型获取对应的IComponentAgent数据
///
- ///
- ///
+ /// 组件代理类型
+ /// 组件代理任务
public static Task GetComponentAgent() where T : IComponentAgent
{
var compType = HotfixManager.GetCompType(typeof(T));
@@ -79,7 +79,7 @@ public static Task GetComponentAgent() where T : IComponentAgent
/// 根据actorId获取对应的actor实例,不存在则新生成一个Actor对象
///
/// actorId
- ///
+ /// Actor对象任务
internal static async Task GetOrNew(long actorId)
{
var actorType = ActorIdGenerator.GetActorType(actorId);
@@ -111,7 +111,7 @@ internal static async Task GetOrNew(long actorId)
///
/// 全部完成
///
- ///
+ /// 任务集合
public static Task AllFinish()
{
var tasks = new List();
@@ -139,16 +139,17 @@ static ActorManager()
///
/// 根据ActorId 获取玩家
///
- ///
- ///
+ /// ActorId
+ /// WorkerActor对象
private static WorkerActor GetLifeActor(long actorId)
{
return WorkerActors[(int)(actorId % WorkerCount)];
}
///
- /// 目前只回收玩家
+ /// 检查并回收空闲的Actor
///
+ /// 任务
public static Task CheckIdle()
{
foreach (var actor in ActorMap.Values)
@@ -191,10 +192,10 @@ async Task Work()
return Task.CompletedTask;
}
-
///
/// 保存所有数据
///
+ /// 任务
public static async Task SaveAll()
{
try
@@ -221,13 +222,12 @@ async void M()
}
}
- //public static readonly StatisticsTool statisticsTool = new();
private const int OnceSaveCount = 1000;
///
/// 定时回存所有数据
///
- ///
+ /// 任务
public static async Task TimerSave()
{
try
@@ -236,7 +236,7 @@ public static async Task TimerSave()
var taskList = new List();
foreach (var actor in ActorMap.Values)
{
- //如果定时回存的过程中关服了,直接终止定时回存,因为关服时会调用SaveAll以保证数据回存
+ // 如果定时回存的过程中关服了,直接终止定时回存,因为关服时会调用SaveAll以保证数据回存
if (!GlobalTimer.IsWorking)
{
return;
@@ -268,12 +268,11 @@ async void Work()
}
}
-
///
/// 角色跨天
///
/// 开服天数
- ///
+ /// 任务
public static Task RoleCrossDay(int openServerDay)
{
foreach (var actor in ActorMap.Values)
@@ -294,7 +293,8 @@ public static Task RoleCrossDay(int openServerDay)
/// 跨天
///
/// 开服天数
- /// driverActorType
+ /// 驱动Actor类型
+ /// 任务
public static async Task CrossDay(int openServerDay, ActorType driverActorType)
{
// 驱动actor优先执行跨天
@@ -371,6 +371,7 @@ async Task Work()
///
/// 删除所有actor
///
+ /// 任务
public static async Task RemoveAll()
{
var tasks = new List();
@@ -386,7 +387,7 @@ public static async Task RemoveAll()
/// 删除actor
///
/// actorId
- ///
+ /// 任务
public static Task Remove(long actorId)
{
if (ActorMap.Remove(actorId, out var actor))
@@ -401,7 +402,7 @@ public static Task Remove(long actorId)
/// 遍历所有actor
///
/// 遍历actor回调
- ///
+ /// 组件代理类型
public static void ActorForEach(Func func) where T : IComponentAgent
{
var agentType = typeof(T);
@@ -426,7 +427,7 @@ async Task Work()
/// 遍历所有actor
///
/// 遍历actor回调
- ///
+ /// 组件代理类型
public static void ActorForEach(Action action) where T : IComponentAgent
{
var agentType = typeof(T);